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Thread: BLM in 4.0

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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Sylvain View Post
    snip
    Tbh, I'm undecided as to whether I want Fire, Blizzard, and Thunder IVs at all. Ideally, I'd revamp all 12 animations (Fire I, II, III; Blizzard I, II, III; Thunder I, II, III) slightly, so that they appear stronger in proportion to their bonus effectiveness given by Enochian. (Thunder IV's effect, clearly the most aesthetically pleasing and "BLM-like", would replace Thunder III's, which now seems to me to be a bit too easily exploited, and therefore an obligatory gimmick.) At that point, yes, your primary elemental casts in Enochian would refresh their respective elemental attunements (AF/UI). Without that, I'm unsure. I actually like having to weave in Fire I alongside Fire IVs; without that need it just feels like I may as well have two separate keyboards, one for regular play and one for Enochian—they'd feel too disconnected—and I'd rather slightly increase on that merge.

    As for why I wanted so many Thunder skills, the main point was to try to develop greater symmetry between all three Elements. Fire and Ice will rule your invocation/evocation or your mana feed/burst, but Thunder should be more than just a DoT in varying levels. I still want to flesh out what makes Lightning unique beyond just its ability to be charged up for greater effect, but that will probably have to wait until I've decided what to do with Shattering, the new Ice mechanic.

    The 4 different Thunder casts should each have situational usage even within Enochian. Because Enochian allows for a third charge, or a forth charge rank, so to speak, your consuming Thundercloud stacks two at a time become more efficient; this benefits all four spells quite well.

    Depending on the number of (Electrified) enemies, Thunder IV may be your strongest nuke (if not the strongest in the game), besides perhaps a well ramped Enochian Flare. But you wouldn't generally forgo reapplication or spreading of Electrified just to spam it unless you couldn't make use of the DoT. Moreover, over time it will still deal less damage than the fire line.

    That bit is actually due to the movement of Fire damage natively to partially periodic damage. Because each brief DoT inflicted is added onto the next fire spell's damage, it ramps up in a tapering but otherwise infinite fashion, limited only by its spell speed—which, with the adjusted Firestarter, it improves upon. That gives BLM an even higher damage ceiling, but also a higher skill cap. It may be beneficial to delay nuke hits briefly as to create longer DoTs on multiple enemies, which will in turn increase your speed so that you can maintain a rate of fire that consistently ramps on top of itself. Your final Fire spell in a series of crits before needing to refresh for mana should hit incredibly hard. In other words, you might not open with a 5-digit Fire spell; but you wouldn't even necessarily need to crit to see it by the end of a burst swing.

    I had intended Scathe to be a bit utility-purposed, but still worthwhile enough that you might consume a GCD and relevant resources on it at certain rotational situations (e.g. couldn't get enough crits in your Fire line), rather than being used only for its safety and movement provided. It's especially fresh, though, and only one of a few ideas towards that purpose. I've also considered making Fire, Ice, and Lightning procs directly allow it to be oGCD, rather than just rewarding its crits with a free second cast, though I slightly prefer this for now; I like a bit of chance, especially now that Firestarter and Thundercloud are less random, and this is a sort that seems more rewarding to get than punitive to not get.

    Personally I'd just like an option in the character menu for "spell line suffixes: <alpha> <numeric>". Can leave the default at numeric though. I'd like the option to go "Fire-Fira-Firaga-Firaja" instead, but I'm not sure I'd actually bother with it, and would probably still just write them "F1, F2, F3, F4."
    (0)
    Last edited by Shurrikhan; 01-12-2017 at 08:17 AM.

  2. #2
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    I hope they don't merge wall and ward. Wall may see less use in raid than ward, but they are still quite distinct. I don't use wall much in current raid, I think only a10s iirc, but that is not to say the next cycle won't be more phys based and wall could be much more useful.
    As Cynfael said, they'd have to reduce the CD significantly for it not to be a nerf, so we could shield against a magic attack and then shortly afterwards a phys hit... but then it would prob be OP with an even shorter CD, as we'd be able to shield against almost every raidwide aoe

    tl:dr may as well just keep them as they are. blm already has far fewer oGCDs than the other classes, not like we are drowning in button bloat
    (0)

  3. #3
    Player
    kazeandi's Avatar
    Join Date
    Aug 2015
    Posts
    133
    Character
    Malice Do'urden
    World
    Tonberry
    Main Class
    Summoner Lv 60
    i'm not so much concerned about the difficulty per se, more about unneeded and unintuitive twists in skill use that make the gameplay feel clunky and leave you frustrated often.
    having to cast fire 1 to maintain astral fire, while spamming fire 4 doesn't go well with the "fire for af, ice for ui" logic the 2.0 blm followed. you also no longer have a flow to your rotation, since you renew eno with 2 separate skills you have to cast too. you basically buy 4 f4 by using 3 different spells, to keep up the timer and "unlock" the nuke itself, which is a pita. can't even appreciate the big nukes, since you're following the ticking clock and when mechanics get in the way, the whole construct needs to be rebuilt or the buff falls off.

    instead of following a hectic gameplay pattern, blm should be more deliberate. instead of calculating casttime, buff timer and refresh cycle, which is basically mathematics, i'd like to think tactical while fighting. controlling the battle field while following the mechanics.

    right now, all encounters have to be rather uninspired to accomodate for the fact that your own character already uses a lot of your concentration, which is bad, since it's tiring and still boring.

    i like a lot of the ideas in this thread, they're all more elegant than enochian in its current iteration.
    (2)

  4. #4
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Shurrikhan View Post
    snip the part about Fire DoT
    I see where you're going and it would in fact bring some very interesting gameplay.
    But I still believe that the DoT part should just be left to Thunder.
    This ensure clear distinction between all three element, Fire nuke, Ice regen, Thunder Burst underproc. (The DoT is really only here to give you proc... it become negligeable DPS considering how huge our spell potency is under AF3)

    I am convinced the mechanic you mentionned with the Fire DoT would greatly benefit a different job. Such as the Summoner with Mega Ruin or some new spell.

    I have the feeling SE and Player tend to want to give too much of everything to everyjob which effectively reduces the gap and uniqueness of each individual job.
    If every job has big nuke, big dot, big buff, big blablabla ... at somepoint everything feels the same. The way you acquire and apply those change the way you play but it also feel like your job loose identity. I personally feel the BLM is very lucky to have the unique mana management under its belt, because so many other job feel so similar.

    To me, a BLM should be about slow and huge nuke. Even the thunder mechanic you proposed with the Thundercloud charges perfectly fits this logic as you slowly "gather" thunder power. You slowly wait for the proc to raise to unleash all your might. The DoT from Thunder at this point is insignificant in the rotation and its only purpose is to make you gather proc for more nuke... (I said nuke a lot)

    About the fire1 here and there to refresh the buff, this obviously comes down to personnal preference. But kazeandi also did a good resume of my feeling on this particuliar case.
    (2)
    Last edited by Sylvain; 01-12-2017 at 05:47 PM.

  5. #5
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    rather just see t2 proc be an aoe, to match f2 and b2 convention, and t4 be a high-potency oGCD bolt. That way, in most instances I can choose to either refresh my dot with t3, or just bolt if theres still >12 secs on my dot
    (1)

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